using Godot; /// <summary> /// 目标在视野范围内, 发起攻击 /// </summary> public class AIAttackState : StateBase<Enemy, AIStateEnum> { /// <summary> /// 是否在视野内 /// </summary> public bool IsInView; //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; public AIAttackState() : base(AIStateEnum.AIAttack) { } public override void Enter(AIStateEnum prev, params object[] args) { _navigationUpdateTimer = 0; IsInView = true; } public override void PhysicsProcess(float delta) { var masterPos = Master.GlobalPosition; var playerPos = GameApplication.Instance.Room.Player.GlobalPosition; //更新玩家位置 if (_navigationUpdateTimer <= 0) { //每隔一段时间秒更改目标位置 _navigationUpdateTimer = _navigationInterval; if (Master.NavigationAgent2D.GetTargetLocation() != playerPos) { Master.NavigationAgent2D.SetTargetLocation(playerPos); } } else { _navigationUpdateTimer -= delta; } //计算移动 var nextPos = Master.NavigationAgent2D.GetNextLocation(); Master.LookTargetPosition(playerPos); Master.AnimatedSprite.Animation = AnimatorNames.Run; Master.Velocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; Master.CalcMove(delta); //检测玩家是否在视野内 if (masterPos.DistanceSquaredTo(playerPos) <= Master.TailAfterViewRange * Master.TailAfterViewRange) { IsInView = !Master.TestViewRayCast(playerPos); Master.TestViewRayCastOver(); } else { IsInView = false; } if (IsInView) { Master.EnemyAttack(); } else { ChangeStateLate(AIStateEnum.AITailAfter); } } public override void DebugDraw() { var playerPos = GameApplication.Instance.Room.Player.GlobalPosition; Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Red); } }